Thank you, it was a pleasure doing it for this community!tkr4lf wrote:I don't really play games on this site anymore, but this is still by far my favorite map. Kab, you made all the best maps that made this place what it was back in the day. Cheers on a job well done buddy.
Search found 1493 matches
- Thu Feb 18, 2016 1:01 pm
- Forum: The Atlas
- Topic: Conquer Rome (The Fall of the Roman Empire) [Quenched]
- Replies: 497
- Views: 551921
Re: Conquer Rome (The Fall of the Roman Empire) [Quenched]
- Sat Feb 13, 2016 4:23 am
- Forum: The Atlas
- Topic: Conquer Rome (The Fall of the Roman Empire) [Quenched]
- Replies: 497
- Views: 551921
Re: Conquer Rome (The Fall of the Roman Empire) [Quenched]
Fewnix wrote:Appreciate this map, appreciate all that you have done, are doing and will do.
Thank you.
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Thanks a lot!
- Sun Jun 22, 2014 1:00 pm
- Forum: Tools Suggestions
- Topic: New bottom board
- Replies: 6
- Views: 36778
Re: New bottom board
yup!fidias wrote:, or at LEAST make it optative.... thanks!
- Sun Jun 22, 2014 8:18 am
- Forum: Tools Suggestions
- Topic: New bottom board
- Replies: 6
- Views: 36778
New bottom board
Guys, what's up with this new bottom board (with 'refresh' and 'jump to next' buttons)? that doesn't let me write on chat, and even if I place the chat window on top (which I hate) I'm not able to read the bottom lines of the log.
- Sun Jun 22, 2014 8:07 am
- Forum: Tool Archives
- Topic: Script: Clickable Maps - Version 4.27
- Replies: 111
- Views: 575894
Re: Script: Clickable Maps - Version 4.20
same here!! (and there's a creepy new board on the bottom that doesn't let me to write on chat)
- Fri Apr 25, 2014 7:57 pm
- Forum: Melting Pot: Map Ideas
- Topic: Age of Buccaneers
- Replies: 71
- Views: 63232
Re: Age of Buccaneers
thanks guys!
- Fri Apr 25, 2014 7:56 pm
- Forum: The Atlas
- Topic: King's Court 2 [Quenched]
- Replies: 470
- Views: 538975
Re: King's Court 2 [Quenched]
Goran and Random are right, there's definitely a 'bug' there (gentle word for 'clamorous mistake' made by the mapmaker when writing the XML :) ) HJ2 Knight should not be able to reach N29. Knights move up to 3 hexes not 4.
as for the change concerning HA Castle... I'm up for it. I reckon that ...
as for the change concerning HA Castle... I'm up for it. I reckon that ...
- Wed Mar 12, 2014 4:45 pm
- Forum: Recycling Box
- Topic: [Abandoned] Pirates and Merchants - V9 - Pg 1&13
- Replies: 317
- Views: 307516
Re: [Abandoned] Pirates and Merchants
Good option!!! Must say that I've always liked this mapDiM wrote:i'd like to bring this back.
- Thu Mar 06, 2014 3:00 pm
- Forum: Map Foundry
- Topic: Age of Discoveries [24/10] [P5] [V9]
- Replies: 137
- Views: 306484
Re: Age of Discoveries [24/02] [P3] [V7]
- I think that adding priest, ports and conquistadores to the legend is not needed. They are never mentioned and represented by the correpondent icons.
I don't quite agree Aramandolas, I think that every icon on map should be named on legend (at least once)
I will need your help...How can ...
- Tue Mar 04, 2014 5:55 am
- Forum: Map Foundry
- Topic: Age of Discoveries [24/10] [P5] [V9]
- Replies: 137
- Views: 306484
Re: Age of Discoveries [24/02] [P3] [V7]
Doc, from what I can understand from the legend, Clergy can bombard any Priest and it's attacked by any priest (no mention to all this being valid inside realms though), Nobility and Bourgeoisie work within the same mechanics as the Clergy.
The one thing that might be worth to mention in legend ...
The one thing that might be worth to mention in legend ...
- Sun Mar 02, 2014 12:21 pm
- Forum: Map Foundry
- Topic: Age of Discoveries [24/10] [P5] [V9]
- Replies: 137
- Views: 306484
Re: Age of Discoveries [24/02] [P3] [V7]
The idea of relating attacks within realms seems good and conceptually coherent.
I'd not make Bourgeoisie stronger than the other 2 features ( Clergy & Nobility) by allowing them to assault any Port, independently from whatever realm/empire they belong. Also, Doc's idea of making both realms more ...
I'd not make Bourgeoisie stronger than the other 2 features ( Clergy & Nobility) by allowing them to assault any Port, independently from whatever realm/empire they belong. Also, Doc's idea of making both realms more ...
- Thu Feb 27, 2014 7:43 pm
- Forum: Archived Suggestions
- Topic: [XML] Countdown Killer Neutrals
- Replies: 8
- Views: 5201
- Thu Feb 27, 2014 7:32 pm
- Forum: Map Foundry
- Topic: Age of Discoveries [24/10] [P5] [V9]
- Replies: 137
- Views: 306484
Re: Age of Discoveries [24/02] [P3] [V7]
I prefer the 'no bevel' version 
..and definitely a better option to reduce those pope killer neutrals
..and definitely a better option to reduce those pope killer neutrals
- Thu Feb 20, 2014 5:23 pm
- Forum: Map Foundry
- Topic: Age of Discoveries [24/10] [P5] [V9]
- Replies: 137
- Views: 306484
Re: Age of Discoveries [13/02] [P3] [V6]
Thank you!!! :D
-Do u think 10 neuts in the pope would suits better?
I believe so.
-The port in peru connects to chile and filipinas through the brown route(i should adjust the rout slihgtly to the right to make sure its clear it connects to chile port)
Yup, that will solve it
-You think ...
-Do u think 10 neuts in the pope would suits better?
I believe so.
-The port in peru connects to chile and filipinas through the brown route(i should adjust the rout slihgtly to the right to make sure its clear it connects to chile port)
Yup, that will solve it
-You think ...
- Sat Feb 15, 2014 7:09 pm
- Forum: Map Foundry
- Topic: Age of Discoveries [24/10] [P5] [V9]
- Replies: 137
- Views: 306484
Re: Age of Discoveries [13/02] [P3] [V6]
Hi Armandolas!! Looking good :)
Just feeling that those 15 neutral on the Pope, might be a bit too much. For a more dynamic and fluid game I'd reduce them.
Also, the port in Peru, shouldn't it connect to Chile and the Philippines?
And about sea lines/routes, I know (and understand) your ...
Just feeling that those 15 neutral on the Pope, might be a bit too much. For a more dynamic and fluid game I'd reduce them.
Also, the port in Peru, shouldn't it connect to Chile and the Philippines?
And about sea lines/routes, I know (and understand) your ...
- Sat Feb 15, 2014 6:31 pm
- Forum: Recycling Box
- Topic: Battle for the Spice Islands
- Replies: 284
- Views: 241421
Re: Battle for the Spice Islands
Yes DF3...
Still, I'd rather start on SF2 which gives access to 3 lesser ports, than start on PF3 (for instances) that gives access to just 1 (and shared with PF2) lesser port.
This might be an issue.....
Still, I'd rather start on SF2 which gives access to 3 lesser ports, than start on PF3 (for instances) that gives access to just 1 (and shared with PF2) lesser port.
This might be an issue.....
- Sat Feb 15, 2014 7:34 am
- Forum: Suggestions
- Topic: Allow a Sortable Maps Option
- Replies: 24
- Views: 8017
Re: Allow a Sortable Maps Option
I'm totally for it! Actually I did start a thread a few years ago,suggesting it:
http://www.conquerclub.com/forum/viewto ... 27&t=96017
http://www.conquerclub.com/forum/viewto ... 27&t=96017
- Thu Feb 13, 2014 4:25 pm
- Forum: Recycling Box
- Topic: Battle for the Spice Islands
- Replies: 284
- Views: 241421
Re: Battle for the Spice Islands
Seems better now. There's just this thing about those 'starting position' Fleets that leaves me uncomfortable:
some of them can assault ports while others don't right?
some 17th contemporary font suggestion, for tittle purposes:
http://www.dafont.com/washington-text.font
http://www.dafont ...
some of them can assault ports while others don't right?
some 17th contemporary font suggestion, for tittle purposes:
http://www.dafont.com/washington-text.font
http://www.dafont ...
- Wed Feb 12, 2014 12:25 pm
- Forum: Recycling Box
- Topic: Battle for the Spice Islands
- Replies: 284
- Views: 241421
Re: Battle for the Spice Islands
Thanks Vaughn!! I appreciate it
.. and sorry for being the cause of so many wasted hours....
As for the fleets, I think that adding 'sea passages' between them could definitely help. Btw, can fleets assault ports?
As for the fleets, I think that adding 'sea passages' between them could definitely help. Btw, can fleets assault ports?
- Wed Feb 12, 2014 5:33 am
- Forum: Recycling Box
- Topic: Battle for the Spice Islands
- Replies: 284
- Views: 241421
Re: Battle for the Spice Islands
Sorry! I meant 'shouldn't'Kabanellas wrote:
Even so I think SP should directly connect each other
- Tue Feb 11, 2014 5:18 pm
- Forum: Recycling Box
- Topic: Battle for the Spice Islands
- Replies: 284
- Views: 241421
Re: Battle for the Spice Islands
but on Napoleon you don't have starting positions. Regions are equally distributed by players.
On Conquer Rome and the Third Crusade, we have a mix of starting positions and distributable regions... something that you're considering here from what I understood.
Even so I think SP should directly ...
On Conquer Rome and the Third Crusade, we have a mix of starting positions and distributable regions... something that you're considering here from what I understood.
Even so I think SP should directly ...
- Fri Feb 07, 2014 2:32 pm
- Forum: Recycling Box
- Topic: Battle for the Spice Islands
- Replies: 284
- Views: 241421
Re: Battle for the Spice Islands
Hi Vaughn!
the problem with making the fleets starting positions, as they're now, is that some are directly connected, while others are 'protected' by SP regions (the case of DF2 and PF2). This can be an issue IMO, as they're not equally balanced. Of course that being so hard for ports to attack ...
the problem with making the fleets starting positions, as they're now, is that some are directly connected, while others are 'protected' by SP regions (the case of DF2 and PF2). This can be an issue IMO, as they're not equally balanced. Of course that being so hard for ports to attack ...
- Thu Feb 06, 2014 2:46 pm
- Forum: Tools & Guides
- Topic: XML - Conditional Borders and Bombardments
- Replies: 15
- Views: 31592
Re: XML - Conditional Borders and Bombardments
I should probably post it in the suggestions thread....
- Thu Feb 06, 2014 7:25 am
- Forum: Recycling Box
- Topic: Battle for the Spice Islands
- Replies: 284
- Views: 241421
Re: Battle for the Spice Islands
Hi Vaughn!
Good Job! I'm liking it, but I have just a small set of questions:
-Will fleets start neutral?
-How many neutrals will those 'Sea Passages' have?
-Ports will start neutral I guess, how many?
-Will the Spice Islands start neutral (this could meant a lot in terms of game-play, being ...
Good Job! I'm liking it, but I have just a small set of questions:
-Will fleets start neutral?
-How many neutrals will those 'Sea Passages' have?
-Ports will start neutral I guess, how many?
-Will the Spice Islands start neutral (this could meant a lot in terms of game-play, being ...
- Sat Feb 01, 2014 5:20 am
- Forum: Suggestions
- Topic: [XML] Killer neutrals being part of bonus
- Replies: 63
- Views: 25362